[PATCH vkd3d 1/5] vkd3d-shader/hlsl: Write SM4 casts from bool.

Giovanni Mascellani gmascellani at codeweavers.com
Wed Jun 29 09:55:51 CDT 2022


Signed-off-by: Giovanni Mascellani <gmascellani at codeweavers.com>
---
 libs/vkd3d-shader/hlsl_sm4.c       | 44 ++++++++++++++++++++++++++++--
 tests/cast-to-float.shader_test    |  2 +-
 tests/cast-to-int.shader_test      |  4 +--
 tests/cast-to-uint.shader_test     |  4 +--
 tests/hlsl-bool-cast.shader_test   | 18 ++++++++++++
 tests/logic-operations.shader_test |  6 ++--
 6 files changed, 67 insertions(+), 11 deletions(-)

diff --git a/libs/vkd3d-shader/hlsl_sm4.c b/libs/vkd3d-shader/hlsl_sm4.c
index 79027169..23678498 100644
--- a/libs/vkd3d-shader/hlsl_sm4.c
+++ b/libs/vkd3d-shader/hlsl_sm4.c
@@ -1459,6 +1459,44 @@ static bool type_is_float(const struct hlsl_type *type)
     return type->base_type == HLSL_TYPE_FLOAT || type->base_type == HLSL_TYPE_HALF;
 }
 
+static void write_sm4_cast_from_bool(struct hlsl_ctx *ctx,
+        struct vkd3d_bytecode_buffer *buffer, const struct hlsl_ir_expr *expr,
+        const struct hlsl_ir_node *arg)
+{
+    struct sm4_instruction instr;
+    uint32_t c;
+
+    switch (expr->node.data_type->base_type)
+    {
+        case HLSL_TYPE_FLOAT:
+            c = 0x3f800000;
+            break;
+
+        case HLSL_TYPE_INT:
+        case HLSL_TYPE_UINT:
+            c = 1;
+            break;
+
+        default:
+            assert(0);
+    }
+
+    memset(&instr, 0, sizeof(instr));
+    instr.opcode = VKD3D_SM4_OP_AND;
+
+    sm4_dst_from_node(&instr.dsts[0], &expr->node);
+    instr.dst_count = 1;
+
+    sm4_src_from_node(&instr.srcs[0], arg, instr.dsts[0].writemask);
+    instr.srcs[1].swizzle_type = VKD3D_SM4_SWIZZLE_NONE;
+    instr.srcs[1].reg.type = VKD3D_SM4_RT_IMMCONST;
+    instr.srcs[1].reg.dim = VKD3D_SM4_DIMENSION_SCALAR;
+    instr.srcs[1].reg.immconst_uint[0] = c;
+    instr.src_count = 2;
+
+    write_sm4_instruction(buffer, &instr);
+}
+
 static void write_sm4_cast(struct hlsl_ctx *ctx,
         struct vkd3d_bytecode_buffer *buffer, const struct hlsl_ir_expr *expr)
 {
@@ -1488,7 +1526,7 @@ static void write_sm4_cast(struct hlsl_ctx *ctx,
                     break;
 
                 case HLSL_TYPE_BOOL:
-                    hlsl_fixme(ctx, &expr->node.loc, "SM4 cast from bool to float.");
+                    write_sm4_cast_from_bool(ctx, buffer, expr, arg1);
                     break;
 
                 case HLSL_TYPE_DOUBLE:
@@ -1514,7 +1552,7 @@ static void write_sm4_cast(struct hlsl_ctx *ctx,
                     break;
 
                 case HLSL_TYPE_BOOL:
-                    hlsl_fixme(ctx, &expr->node.loc, "SM4 cast from bool to int.");
+                    write_sm4_cast_from_bool(ctx, buffer, expr, arg1);
                     break;
 
                 case HLSL_TYPE_DOUBLE:
@@ -1540,7 +1578,7 @@ static void write_sm4_cast(struct hlsl_ctx *ctx,
                     break;
 
                 case HLSL_TYPE_BOOL:
-                    hlsl_fixme(ctx, &expr->node.loc, "SM4 cast from bool to uint.");
+                    write_sm4_cast_from_bool(ctx, buffer, expr, arg1);
                     break;
 
                 case HLSL_TYPE_DOUBLE:
diff --git a/tests/cast-to-float.shader_test b/tests/cast-to-float.shader_test
index 1844b1f3..f0910020 100644
--- a/tests/cast-to-float.shader_test
+++ b/tests/cast-to-float.shader_test
@@ -12,7 +12,7 @@ uniform 0 int -1
 uniform 1 uint 3
 uniform 2 int -2
 uniform 3 float 0.5
-todo draw quad
+draw quad
 probe all rgba (0.5, 0.5, 0.5, 0.5)
 
 [pixel shader]
diff --git a/tests/cast-to-int.shader_test b/tests/cast-to-int.shader_test
index ce42827b..4c5d0e2f 100644
--- a/tests/cast-to-int.shader_test
+++ b/tests/cast-to-int.shader_test
@@ -19,8 +19,8 @@ uniform 0 float 2.6
 uniform 1 int -2
 uniform 2 int -2
 uniform 3 float -3.6
-todo draw quad
-probe all rgba (0.5, 0.5, 0.5, 0.5)
+draw quad
+todo probe all rgba (0.5, 0.5, 0.5, 0.5)
 
 [pixel shader]
 
diff --git a/tests/cast-to-uint.shader_test b/tests/cast-to-uint.shader_test
index 8b7964ff..66f7267e 100644
--- a/tests/cast-to-uint.shader_test
+++ b/tests/cast-to-uint.shader_test
@@ -19,8 +19,8 @@ uniform 0 float 2.6
 uniform 1 int 2
 uniform 2 int -2
 uniform 3 float -3.6
-todo draw quad
-probe all rgba (0.5, 0.5, 0.5, 0.5)
+draw quad
+todo probe all rgba (0.5, 0.5, 0.5, 0.5)
 
 [pixel shader]
 
diff --git a/tests/hlsl-bool-cast.shader_test b/tests/hlsl-bool-cast.shader_test
index 8880b2f5..397cbcc0 100644
--- a/tests/hlsl-bool-cast.shader_test
+++ b/tests/hlsl-bool-cast.shader_test
@@ -12,3 +12,21 @@ float4 main() : SV_TARGET
 [test]
 draw quad
 probe all rgba (0.0, 0.0, 1.0, 1.0)
+
+[require]
+shader model >= 4.0
+
+[pixel shader]
+uniform float4 x;
+uniform int4 y;
+
+float4 main() : SV_TARGET
+{
+    return (float4)(bool4)x + 10.0 * (float4)(int4)(bool4)y;
+}
+
+[test]
+uniform 0 float4 0.0 0.0 2.0 4.0
+uniform 4 int4 0 1 0 10
+draw quad
+probe all rgba (0.0, 10.0, 1.0, 11.0)
diff --git a/tests/logic-operations.shader_test b/tests/logic-operations.shader_test
index 9a5cec3f..f888e831 100644
--- a/tests/logic-operations.shader_test
+++ b/tests/logic-operations.shader_test
@@ -8,7 +8,7 @@ float4 main() : SV_TARGET
 }
 
 [test]
-todo draw quad
+draw quad
 probe all rgba (0.0, 1.0, 1.0, 1.0)
 
 [pixel shader]
@@ -61,7 +61,7 @@ float4 main() : SV_TARGET
 }
 
 [test]
-todo draw quad
+draw quad
 probe all rgba (0.0, 1.0, 1.0, 1.0)
 
 [pixel shader]
@@ -114,7 +114,7 @@ float4 main() : SV_TARGET
 }
 
 [test]
-todo draw quad
+draw quad
 probe all rgba (0.0, 1.0, 1.0, 1.0)
 
 [pixel shader]
-- 
2.36.1




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